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Infantry Mechanized Units Aircraft Naval Units Special Weapons
The general, all purpose infantry. These guys are cheap and efficient. They work well in groups and are great for defensive support for turrets and pillboxes. A couple of APC's or Light Tanks can be devastating, not because of their fire power but because they are fast enough that they can squish infantry pretty well. Cost: 100 Range: Short Armour: None (They are too cheap to be given kevlar vests) Prerequisites: Barracks Weapon: M-16 Automatic Rifle
He heals, he squeals, and he makes infantry last longer. What the medic does is, in a very whiny voice, he heals all infantry units. In a large group of infantry one medic can keep them alive for at least another 10 seconds. If you put a group of about 5 in there your infantry could have a great boost in survival. Unfortunately these units are very pansyish so they die easily, and they can be squished. When on guard in a group of infantry he will heal all those around him in a 2 square radius. Cost: 800 Range: N/A (However, the Medic must be within 2 squares of an injured unit to heal them on guard. When not on guard the unit must be directly adjacent) Armour: None Prerequisites: Barracks Weapon: Bandages. (Although it is more of a tool because I have never seen anyone die due to them unless they are unsanitary. There is an idea for C&C 2, a covert medic with unsanitary bandages which kill units by giving them infections)
This is an armour reduction and an anti aircraft unit in one! This unit can pound the shit out of a group of tanks, or blow a group of MIGs out of the sky. These make good defensive support for Pillboxes. They are also good for backup with AA Guns, in case the power goes out and besides they will get a few extra shots off. Excellent infantry escort for a group of tanks preparing for an assault, as protection from aircraft and from other tanks. For their multitask roll these units are a very good buy, unfortunately they are quite slow in comparison to other infantry units. Cost: 300 Range: Medium Armour: None Prerequisites: Barracks Weapon: Dragon Rockets
This is an Allied commander's best weapon, and a Soviet's worst nightmare. To have your base over run with Spies can be a disaster because the enemy knows what you are doing at all times. The strategic and tactical advantages spies provide is immense. The proper use of spies can often win battles. If you are an Allied commander and neglect the Spy, you are neglecting one of your most potent weapons. Don't try to run spies right through the front gate of a base because if the opposing commander is watching your spy (or minigunner to him) could be toast very quickly. Try to find a back entrance. Cost: 500 Range: N/A (Building has to be infiltrated, so I think that is pretty close) Armour: None Prerequisites: Barracks, Radar Dome Weapon: Information (Okay.......)
The miracle worker. The engineer can capture enemy buildings with only a shovel, or he can instantly restore any building to full health. Once your forces beat the enemy structure into the red, the engineer can then beat the remaining forces into submission with only a measly, blunt shovel! If the structure isn't in the red, the engineer can take off approximately 1/3 of health off of the structure. That shovel does wonders on your structures too, all he has to do is whack it on the Turret or your Construction Yard and it is revived to 100% health! Damn I wish I had a shovel like that. Not only does he have a cool shovel, but he is a real man! Not some sissy like the Medic. Cost: 500 Range: N/A (Once again he has to inside the building to hit something with that shovel) Armour: None Prerequisites: Barracks Weapon: A damn shovel!
The sleaze bag of the Allied operation. He goes into an enemy Ore Refinery or Silo and will steal 1/2 of the credits stored in that facility. When using Thieves make sure that the credits you will receive are greater than the cost of the Thief. They are hard to get into bases by themselves, but pack them into APC's during rushes and while your tanks are taking care of the defenses unload the Thieves near an Ore Refinery, and/or Silos and start raking in the credits. Don't use more than 3 Thieves on 1 structure because after that the money gain is insignificant. Cost: 500 Range: N/A (Another unit which must infiltrate a structure) Armour: None Prerequisites: Barracks, Technology Center Weapon: Fast Fingers (He must have needed much practice and training.....)
Looks great in the videos, sounds butch in the game. Why couldn't they have that sexy EVA voice be her? Oh well, can't get everything. Nonetheless this is a very versatile unit, she is useless against mechanized units. Against infantry and buildings she kicks ass! 1 or 2 shots will kill any infantry unit, while all she has to do is C-4 a building to level it. This is the best and most enjoyable form of base demolition. It is tragic however when a large group of minigunners or dogs gets a jump on her because they lynch her. Tanya is very expensive so don't waste her. Cost: 1200 Range: Medium for guns, N/A for C-4 (Requires her to infiltrate the structure to be demolished) Armour: None Prerequisites: Barracks, Technology Center Weapon: Dual Colt .45s and C-4 explosives
This is one of the best defensive units in Red Alert. Two of these with sufficient time can stop a tank rush cold. A mine layer carries 5 mines per load and will plant them where you tell it to. The mines are triggered by vehicles driving over them. A useful tactic is to mine around an Ore field, which will hurt an enemy Ore Truck. Another good strategy is to make a few narrow veins coming into your base and mine the surrounding areas up. This will kill any enemy attack because they have no idea where the mines are and where they aren't. Don't get one of these caught up in a fire fight because it only takes 2 or 3 tank shells to kill one. Cost: 800 Range: N/A (Vehicles must drive over mines) Armour: Medium (Closer to light) Prerequisites: Service Depot, War Factory Weapon: Anti Tank Mines
The source of all your wealth. This unit toils in the treacherous ore fields for your benefit. Protect these well since they are totally unarmed and although they don't die quickly they will if they aren't watched closely. Put the screen of the ore field in which they are working in memory, so you can quickly see how they are doing. Also try to keep your Ore Trucks working on the same ore field. If the field is too small, put them in fields which are close together. Don't seperate your forces and your Ore Trucks, because you will want to get there quickly if they are getting attacked. Each Ore Truck can carry 1000 credits. Cost: 1400 Range: N/A (Must be on the Ore to collect it) Armour: Heavy Prerequisites: War Factory, Service Depot Weapon: None
The pansy assed Red Alert equivalent of GDI's Humm- vee. It is good at eliminating single infantry units. If it is confronted by 3 minigunners, or generally 3 infantry units they will kick its ass. It is not very cost effective, and it has a weak weapon which does little damage. Use these units only as some defense against infantry during a tank rush. These units can also be used as scouts but they are very expensive to be used as such. Cost: 600 Range: Short Armour: Light Prerequisites: War Factory Weapon: M- 60 Machine Gun
This is the Allies' best tank. It has less armour and a less powerful shot than the Medium Tank, but it is considerably faster and with much better reload. With this added speed it can manuever around the Soviet tanks very well, especially Mammoth Tanks. They also squish infantry extremely well. These are the best defensive tank since they can get anywhere in your base fast, and because their reload makes them very formidable when combined with Turrets, and Pillboxes. On offense it is best to mix these tanks in with Medium Tanks, and APC's or Rangers. This allows the Light Tanks to work on any enemy units during an attack while the Medium Tanks take down the defensives. Remember that YOUR concrete walls will not only block enemy tank shells, but YOUR tanks' shells too. Cost: 700 Range: Medium Armour: Medium Prerequisites: War Factory Weapon: 75mm Cannon
This is the Allies' other tank. It is very comperable to the Light Tank except that the main difference is that the Medium Tank is slower, and has more armour. This added armour and increased shot power make it the better choice for offensive attacks. These tanks will make short work of most defenses, while the Light Tanks take care of the enemy tanks. Don't try to run these tanks past a defensive matrix because they are too slow, they are better used to just beat the defenses to the ground. These tanks are good for defense, but Light Tanks are better because they can be scrambled faster. These tanks should be the second group to be told to attack, and if possible they should be used for the counter assualt. Building a mix of Medium and Light Tanks will give you the most versitility. Remember that YOUR concrete walls will not only block enemy tank shells, but YOUR tanks' shells too. Cost: 800 Range: Medium Armour: Heavy Prerequisites: War Factory Weapon: 90mm Cannon
Infantry's chaffuer around the battlefield. This unit's greatest assest is that it can carry infantry into and out of areas of confrontation. It carries the same weaponry as the pitiful Ranger, so as an offensive unit it isn't much of a threat. It does a good job against infantry since it can either kill them with its gun or it can run them over. Another great infantry squishing unit, this is the better choice because of its machine gun it can fire on infantry doing significant damage while running them over. Good idea to place valuable units in one of these after they have been built and move this APC out to the outside of your base. Cost: 800 Range: Short Armour: Heavy Prerequisites: War Factory Weapon: M-60 Machine Gun
The Allied ground forces' big gun. This unit can devestate any building or unit in only a couple of shots from quite a distance. As a trade off for this superior fire power and range, it is slow, has weak armour, and has a slow reload rate. A group of these can easily destroy a Construction Yard in a couple of shots, but they can easily be slaughtered by enemy defenses, and enemy units. These units are best used as part of a task force, and their main task should be for destroying structures. Especially if the structures are surrounded with concrete walls because Artillery units can fire ordinance over these walls. Cost: 600 Range: Long Armour: Light Prerequisites: War Factory Weapon: 155mm Gun
The surprise of the unknown. Some Red Alert players ignore the influence these units have on the opposite player. There is nothing worse than seeing half the map reshrouded by the enemy. You have no idea what is going on under the viel of darkness, it could be a base, it could be an attack force, it could be an ore field, or it could be a decoy. They will have to send scouts out to every one to discover what it is. Mobile Gap Generators are also great backup in case your power net is breached, and you lose power Mobilie Gap Generators can keep your base under some secrecy. Nice and cheap so use them, even if its just to make your opponents paranoid. Cost: 600 Range: Medium (Reshrouds approximately 2/5 radius that the Gap Generator structure) Armour: Light Prerequisites: War Factory, Technology Center Weapon: Shroud Generator
Another Allied unit which interfere's with the enemy's site. What this unit does is it cancels the effect of the enemy radar. All they will see is beautiful white noise. During an attack chronosphere one of these units in next to the enemy Radar Dome. They will be too preoccupied with your tanks that they will only be puzzled about the loss of their radar. This unit will do nothing more than frustrate and give your opponent one more thing to worry about. Cost: 600 Range: Long (Distance from Radar Dome) Armour: Light Prerequisites: War Factory, Radar Dome Weapon: White-noise Generator
The center and starting point of any base. You can move this vehicle anywhere on the map and where there is enough room, set up base. Extremely useful for setting up secondary and teritary construction yards. Since in most multiplayer games you start with this unit, you should know how to use it. Deploy it, and start building. This gets you your most valuable structure, so don't squander it. Cost: 2500 Range: N/A Armour: Heavy Prerequisites: War Factory, Service Depot Weapon: None (Builds weapons however)
This is the naval version of the APC, actually it is closer to the Chinook Transport helicopter. This vessel is able to carry 5 units, infantry or mechanical, across water. These are your primary, not to mention only, carriers during an amphibious attack. They load and unload very quickly, so if you are being attacked get to the closest piece of land and beach those units, while trying to run your LST back to safety. If you are going to transport infantry, build 5 APC's load them up with infantry and now the LST carries 25 units. Cost: 700 Range: N/A Armour: Medium Prerequisites: Naval Yard Weapon: None
This is the Allies' main escort ship. It is fast, small, cheap, and can down submarines with surprising effieciency. Since they are such low cost it is very easy to create multitudes of these for a blockade of a major naval choke point, and for sub hunting missions. A group of about 4 -5 of these can take out approximately 3 -4 submarines. Doesn't sound that efficient? Each sub costs 950 while a Gunboat costs 500, it is much less costly for the Allied side. Cost: 500 Range: Short Armour: Light Prerequisites: Naval Yard Weapon: 2- inch Deck Gun
The multitask weapon of the Allied navy. This unit can attack ground, air, and naval units. It is probably the best overall defensive unit, it can devastate ground forces, sink subs, and blow aircraft out of the air. All of this with the ability to take a beating. These units are best used with a convoy, as anti-air and anti-sub defense for Cruisers. Best naval strike unit when Cruisers are unavailable, but even when they are bring this unit along. Cost: 1000 Range: Medium Armour: Medium Prerequisites: Naval Yard Weapon: Stinger Weapon Pod
This is the big gun of the Allied forces. This unit is slow moving death. It can fire from like a screen and a half away, with expected inaccuracy. The Cruiser is extremely powerful and has super range, but it is also slow as molassases and reloads like every 4 seconds. It is also very vulnerable to submarines, and other naval vessels. For this reason, it needs constant escort by either destroyers or gunboats or both. When these babies get within range of your enemy's base he had better hope and pray that by some miracle that they somehow get destroyed or are unescorted. If they aren't escorted the attacker is a fool, and if they are escorted, the enemy is in very deep shit. Cost: 2000 Range: Extreme Armour: Heavy Prerequisites: Naval Yard, Technology Center Weapon: 8- inch Artillery Cannons
The only Allied air attack unit. This helicopter is very effective against armour, structures, and aircraft. A group of these can easily tear through a couple of SAM sites, or rip apart a group of tanks, or knock a group of MIGs out of the air. They get a payload of 6 shots with their Hellfire missiles, each which will do approximately the same amount of damage as a shot from a Mammoth Tank. They must land on a Helipad to reload, and 1 Longbow can be rearmed in about 15 seconds. You can have more Longbows than you have Helipads. Cost: 1200 Range: Short Armour: Heavy Prerequisites: Helipad Weapon: Hellfire Missiles
This allows an Allied commander to see the entire battlefield, therefore eliminating the entire shroud. The only time the shroud will reappear is if an enemy sets up a Gap Generator, or if the option Shroud Regrows is on. The speed of development of GPS is determined by how much excess power is available. The more power the faster it develops, if the power runs low development will cease entirely. If left undisturbed it will develop in about 8 minutes. Cost: N/A Range: N/A Armour: N/A Prerequisites: Technology Center Weapon: Satellite Imagery
This allows for an Allied commander to see where all submerged enemy submarines are. It keeps charging, but getting this is hard because it requires you to sneak a spy into an enemy subpen. Very useful if you can get it. Cost: N/A Range: N/A Armour: N/A Prerequisites: Spy in Subpen Weapon: Sonar Image
The ability to transport a mechanized unit anywhere on the map. Very useful to slip units in behind enemy lines, and to probe defenses. A unit will stay in where it was teleported to for about 3 minutes, at which time it will chronosphere back to its orginal postition. Infantry can not be chronoshifted because they are incinerated upon contact. The same applies for any infantry contained with in a LST or APC. A Chronoshift will take about 7 minutes to charge and is again power dependant. If power drops below nominal levels chronoshift development stops. If you use the Chronoshift a lot you stand the chance of developing a chronal vortex, this will occur 20% of the time. When this occurs the vortex will actively seek out 5 units or structures to destroy. The best way to neutralize a vortex is to send it 5 Rifle Infantry units. Cost: N/A Range: N/A Armour: N/A Prerequisites: Chronosphere Weapon: Instantanious Teleportation
The most powerful weapon ever made. An ICBM equipped with a nuclear warhead. This weapon can be fired at any target on the map. It takes about 3 -4 seconds for delivery to occur, but once it does it is one hell of a big bang! At ground zero the devastation is massive, buildings are demolished and any infantry are vapourized. Mechanical units, since they are well armoured and low to the ground will be less vulnerable to a nuclear attack. A nuke will charge in about 13 minutes, once again it is power dependent so if you power matrix goes down so does nuke development. Cost: N/A Range: N/A Armour: N/A Prerequisites: Nuclear ICBM Silo Weapon: An ICBM with a maximum range of 8,952 km equiped with a plutonium and enriched uranium mixture 70 Kt (Kiloton) warhead.
Infantry Mechanized Units Aircraft Naval Units Special Weapons |